Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by elven mage at level 5 on the 76th Pyre 122nd year of Ascendancy at 20:04
Killed by elven mage at level 5 on the 76th Pyre 122nd year of Ascendancy at 21:56
Killed by elven mage at level 5 on the 77th Pyre 122nd year of Ascendancy at 01:57
Killed by jebnik at level 9 on the 4th Dusk 122nd year of Ascendancy at 12:40
Killed by jebnik at level 9 on the 16th Dusk 122nd year of Ascendancy at 10:14
Killed by Arceisea the human at level 9 on the 21st Dusk 122nd year of Ascendancy at 10:41
Killed by ancient elven mummy at level 11 on the 53rd Dusk 122nd year of Ascendancy at 16:54
Killed by devourer at level 11 on the 58th Dusk 122nd year of Ascendancy at 10:10
Killed by Beteriawyn the orc soldier at level 12 on the 66th Dusk 122nd year of Ascendancy at 09:07
Killed by gwelgoroth at level 14 on the 1st Haze 122nd year of Ascendancy at 07:00
Killed by gwelgoroth at level 14 on the 1st Haze 122nd year of Ascendancy at 07:18
Killed by Wrathroot at level 15 on the 4th Haze 122nd year of Ascendancy at 08:10
Killed by cold drake at level 16 on the 4th Haze 122nd year of Ascendancy at 20:08
Killed by cold drake hatchling at level 16 on the 4th Haze 122nd year of Ascendancy at 20:34
Killed by war hound at level 18 on the 16th Haze 122nd year of Ascendancy at 21:36
Killed by Emelyrekira the gigantic corrosive tunneler at level 18 on the 17th Haze 122nd year of Ascendancy at 04:20
Killed by dreadmaster at level 19 on the 32nd Haze 122nd year of Ascendancy at 03:40
Killed by jebnik at level 19 on the 32nd Haze 122nd year of Ascendancy at 04:20
Killed by orc berserker at level 19 on the 32nd Haze 122nd year of Ascendancy at 11:00
Killed by umber hulk at level 19 on the 32nd Haze 122nd year of Ascendancy at 13:34
Killed by Borfast the Broken at level 19 on the 33rd Haze 122nd year of Ascendancy at 19:43
Killed by fire wyrm at level 19 on the 34th Haze 122nd year of Ascendancy at 23:03
Killed by fire imp at level 19 on the 34th Haze 122nd year of Ascendancy at 23:36
Killed by fire wyrm at level 20 on the 35th Haze 122nd year of Ascendancy at 07:34
Killed by fire wyrm at level 20 on the 35th Haze 122nd year of Ascendancy at 12:14
Killed by fire drake at level 20 on the 35th Haze 122nd year of Ascendancy at 12:23
Killed by banshee at level 20 on the 36th Haze 122nd year of Ascendancy at 21:15
Killed by skeleton master archer at level 20 on the 36th Haze 122nd year of Ascendancy at 21:32
Killed by oozing horror at level 20 on the 37th Haze 122nd year of Ascendancy at 06:45
Killed by dread at level 20 on the 38th Haze 122nd year of Ascendancy at 09:36
Killed by naga myrmidon at level 21 on the 38th Haze 122nd year of Ascendancy at 12:24
Killed by skeleton magus at level 21 on the 38th Haze 122nd year of Ascendancy at 18:10
Killed by armoured skeleton warrior at level 21 on the 39th Haze 122nd year of Ascendancy at 02:50
Killed by skeleton warrior at level 21 on the 39th Haze 122nd year of Ascendancy at 05:12
Killed by jebnik at level 26 on the 20th Regrowth 123rd year of Ascendancy at 01:23
Killed by giant ice ant at level 31 on the 17th Pyre 123rd year of Ascendancy at 23:56

/ 36

Primary Stats

Strength

73 (base 42)

Dexterity

30 (base 21)

Constitution

50 (base 32)

Magic

60 (base 37)

Willpower

45 (base 23)

Cunning

20 (base 17)

Resources

Life

1280/1280

Stamina

341/341

Vim

12/282

Healing Factor

1.4327272727273

Regeneration

15.253032981896

Speed

Mental

0%

Attack

0%

Movement

0%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

10

Infravision

2

See Stealth

10

See Invisible

10

ESP Range

10

ESP Kinds

humanoid/orc

Offense: Mainhand

Damage

134

Accuracy

35

Crit Chance

45%

APR

8

Speed

1.00

Offense: Spell

Spellpower

58

Crit Chance

14%

Speed

1

Offense: Mind

Mindpower

39

Crit Chance

11%

Speed

1

Offense: Damage Bonus

Acid

+6%

Arcane

+6%

Mind

+3%

All

0%

Darkness

+6%

Temporal

+21%

Lightning

+6%

Fire

+13%

Nature

+28%

Offense: Damage Penetration

Darkness

+15%

Lightning

+10%

Acid

+10%

Arcane

+20%

Fire

+25%

Nature

+25%

Defense: Base

Armour (hardiness)

67.234150254612 (88.454810495627%)

Defense

25

Ranged Defense

25

Fatigue

26

Physical Save

31

Spell Save

43

Mental Save

33

Defense: Resistances

Nature

+ 31%( 70%)

Lightning

+ 40%( 70%)

Light

+ 26%( 70%)

Temporal

+ 21%( 70%)

Darkness

+ 19%( 70%)

Physical

+ 22%( 70%)

Fire

+ 15%( 70%)

All

+ 10%( 70%)

Defense: Immunities

Stun Resistance

0%

Instadeath Resistance

100%

Knockback Resistance

100%

Inscriptions (4/4)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 29% for 6 turns.

Also removes cross-tier effects of the affected types for free.
Its effects scale with your Strength stat.

Infusion: Wild

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 412% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.

Effective talent level: 1.3Use mode: ActivatedVim cost: 12Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 5 turns.
Also increases your defense and armour by 6 and 6, respectively.
If you are still in a wall when the effect ends you will randomly teleport.

Wraithform

1/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 15Range: 6Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 9.36 fire damage and 8.78 darkness damage in a radius of 0.
The damage will increase with your Spellpower.

Darkfire

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 90Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 2% fire resistance, 2% darkness resistance, and your global speed is increased by 0%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower.

Flame of Urh'Rok

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 5Drains vim: 5Range: 5Cooldown: 60Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 10.85 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape. Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0; the amount drained increases by one each turn.
The damage will increase with your Spellpower.

Fearscape

0/5

Corruption / Torture

1.30

Effective talent level: 3.9Use mode: PassiveCooldown: 6Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 29.82 fire damage, spread over 3 turns.
Additionally, every time you attack, there is a 25% chance of releasing a burst of powerful fire that will deal 117.90 fire damage to all enemies in radius 2 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 4, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 15 bonus spellpower.
The damage will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 15.1Vim cost: 20Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hits the target with your weapon doing 97% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 14%.
When Fiery Torment ends the victim will take 34 fire damage. This damage will increase by 11% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape.

Fiery Torment

1/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 20Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (0%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 0 turn(s).
This can only trigger on any particular target once every 6 turns.

Effective talent level: 5.2Use mode: PassiveDescription: You revel in the death of your foes, regaining 20.5 stamina with each death you cause.

Unending Frenzy

4/5

Corruption / Heart of Fire

1.20

Effective talent level: 1.2Use mode: PassiveCooldown: 5Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 64% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 130% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns.

Burning Sacrifice

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 2 turns with a power of 21, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 1 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield.

Fiery Aegis

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 0.28 health and 0.16 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 5 fire damage on spreading.

Devouring Flames

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Restore yourself to full health, but take damage equal to the damage healed over 2 turns. This damage is split evenly among you and all burning enemies in radius 0. Damage you take is irresistable. Damage to enemies is fire damage.

Blazing Rebirth

0/5

Corruption / Fearfire

1.10

Effective talent level: 1.1Use mode: ActivatedVim cost: 32Range: 4Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 105.07 demonfire damage to everyone within 2 spaces and leaving flames which will deal an additional 105.07 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.

Fearscape Shift

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Removes all detrimental effects but causes you to burn for 20% of your max health per effect, over 7 turns.
This ignores all resists, defenses, and affinities.
This does not take a turn.

Cauterize Spirit

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 18Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Exhale a wave of dark fire with radius 3, lasting 4 turns. Any non-demon caught in the area will take 25.19 fire damage, and flames will be left dealing a further 5.71 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat, but critically hit as a spell.

Infernal Breath

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 40Drains vim: 5Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Your body becomes a nexus for the Fearscape, causing you to drag enemies towards you in a cone with a radius of 2, dealing 12.89 fire damage every turn.
The damage will increase with your Spellpower.

Maw of Urh'rok

0/5

Corruption / Brutality

1.30

Effective talent level: 6.5Use mode: ActivatedStamina cost: 25.2Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hits the target twice, doing 139% weapon damage each hit. You gain life equal to 24% of the damage dealt, and you gain 25 vim for each attack that hits.

Draining Assault

5/5

Effective talent level: 6.5Use mode: ActivatedStamina cost: 18.9Vim cost: 30Range: 7Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Send out a claw of fire, striking in a line doing 26.33 damage leading to a target. The target is caught in the claw's grasp, taking 149% weapon damage as fire damage and becoming unable to move for 5 turns, while also taking 26.33 damage per turn.
Starting from talent level 4, it will also silence.
The beam damage and damage over time will increase with your Spellpower.

Fiery Grasp

5/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 55.4Vim cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hits the target doing 100% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower.

Reckless Strike

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 35Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You revel in the heat of battle. Whenever an enemy damages you within melee range, you have a 3% chance to counter with an attack for 40% weapon damage.
You get once chance to deal this damage to a particular target each turn.

Share the Pain

0/5

Technique / Combat techniques

1.10

Effective talent level: 1.1Use mode: ActivatedStamina cost: 27.7Range: 6Cooldown: 36Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Generic Talents

Cunning / Survival

1.10

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 5%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Effective talent level: 6.5Use mode: ActivatedVim cost: 16Range: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Use your stored vim to supercharge your body, recovering 41% of your maximum stamina (141) and 40% of your maximum life (513).
Additionally, you will be able to survive your HP going under 0, down to -226 HP, for the next 8 turns.
This does not take a turn. These values will increase with your Spellpower.

Effective talent level: 6.5Use mode: SustainedSustain vim cost: 15Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Surround yourself with a defensive aura, increasing armor by 18, and inflicting 25.83 fire and 22.86 blight damage to all attacking foes.
Additionally, your vim will enhance your defences, reducing all damage by 31% of your current vim (currently 3), but never reducing by more than half of the original damage. This will cost vim equal to 5% of the damage blocked.
The damage will scale with your Spellpower.

Effective talent level: 5.2Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 14, Armour hardiness by 58%, and reduces the chance melee or ranged attacks critically hit you by 18% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

4/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 6.5Use mode: PassiveDescription: Increases Physical Power by 65, and increases weapon damage by 57% when using swords, axes or maces.

Weapons Mastery

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Corruption / Oppression

1.20

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 20Range: melee/personalTravel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Your successful melee hits apply a stacking effect that decreases damage done by 0%.
You can have up to 8 stacks per target and further attacks refresh the duration, but any turn you are farther than 0 spaces from the victim the fear will wear off quickly.
At level 3 it also slows by 0.00% per stack.
At level 5 you can horrify enemies in a radius of 0.
This talent ignores saves and immunities.

Horrifying Blows

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 20Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Amplifies the power of your fear on the target by 1% per stack and sets its duration to 10. The amplified fear spreads to all enemies in a radius of 0.

Mass Hysteria

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 40Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You consume the fear of enemies in radius 10, healing for 0 life and gaining 2.3% of a turn for each stack up to a max of 4.0 turns.

Fearfeast

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 80Range: 5Cooldown: 60Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You crush the spirit of a target with at least 8 fear stacks, consuming all stacks and making it unable to act for 0 turns.
This talent ignores saves and immunities.

Hope Wanes

0/5

Spell / Staff combat

1.00

Effective talent level: 0.0Use mode: ActivatedMana cost: 7.6Range: 8Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 40% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%.

Channel Staff

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0 and increases weapon damage by 0% when using staves.

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, dazing it and everything in a 2 radius ball around it for 3 turns, and giving 5% chance to daze affected targets again each turn for 20 turns.
The chance will increase with your Spellpower.

Pacification Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it for 20 turns. Each time an affected target uses a resource (stamina, mana, vim, ...), it takes 6.52 fire damage.
In addition, the cooldown of any talent used while so hexed is increased by 0% + 1 turn.
The damage will increase with your Spellpower.

Burning Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it. Each time they do damage, they take 1% of the same damage for 20 turns.
The damage will increase with your Spellpower.

Empathic Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, forcing it to be your thrall for 0 turns.
If you damage the target, it will be freed from the hex.

Domination Hex

0/5

Effects

talent

Abyssal Shield

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal.

You are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly.

As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you.

* You have destroyed the controlling crystal. The demons can no track you down anymore.* You have destroyed the Planar Controller. Flee now!

Ashes in the Wind

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You failed to protect the injured seer from death by orc soldier.

Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)

failed

You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell.
As a reward you improved Magic by +2.

Escort: injured seer (level 4 of Dreadfell)

done

You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara.
As a reward you improved Magic by +1.

Escort: lost anorithil (level 1 of Daikara)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.
As a reward you improved Strength by +2.

Escort: lost sun paladin (level 2 of Old Forest)

done

You failed to protect the lost sun paladin from death by large white snake.

Escort: lost sun paladin (level 3 of Scintillating Caves)

failed

You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell.
As a reward you improved Strength by +2.

Escort: lost sun paladin (level 5 of Dreadfell)

done

You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom.
As a reward you improved talent Exotic Weapons Mastery (+1 level(s)).

Escort: lost warrior (level 2 of Heart of the Gloom)

done

You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.
As a reward you improved Constitution by +1.

Escort: lost warrior (level 6 of Dreadfell)

done

You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell.
As a reward you improved Dexterity by +2.

Escort: repented thief (level 1 of Dreadfell)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Somehow you did not recall out as usual but instead ended up on a sadly familiar area.
You are back in the Fearscape. Back and with a welcome committee.

You must find a way to escape, again.

* You have found your way out of the primary ambush.* You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!

I've a feeling we're not on Eyal anymore

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.

Storming the city

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.Stire of Derth has completed an elixir of avoidance without your aid.You have aided Stire of Derth in creating an elixir of precision.
Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of faeros ash. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.'You have aided Marus of Elvala in creating an elixir of mastery.You have aided Agrimley the hermit in creating an elixir of explosive force.Agrimley the hermit has completed an elixir of focus without your aid.Ungrol of Last Hope has completed an elixir of foundations without your aid.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
5 lumberjacks have died.

The beast within

done

You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.
The defenders of Zigur were crushed, the Ziguranth scattered and weakened.

The fall of Zigur

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

active

You have found a slavers' compound and entered it.

You decided to join the slavers and take part in their game. You won the ring of blood!

Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.

Genocide (42-67.2 power, 4 apr)

On hands

Coalmalice of the Blightspawn (0 def, 9 armour)
Infused by nature
Crafted by a master1.00 Encumbrance.

When wielded/worn:
Defense: +2 (+1 eff.)
Changes resistances: +10% darkness / +13% temporal
Defense after a teleport: +11
Resist all after a teleport: +12%
New effects duration reduction after a teleport: +15%It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns.

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

Withering Orbs

Inventory

healing infusion (heal 45)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to instantly heal yourself for 45 and cleanse 1 wound and 1 poison effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

healing infusion (heal 45)

healing infusion (heal 26)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 11Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to instantly heal yourself for 26 and cleanse 1 wound and 1 poison effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

healing infusion (heal 26)

healing infusion (heal 36)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 11Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to instantly heal yourself for 36 and cleanse 1 wound and 1 poison effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 5 for 9 turns.
While Heroism is active, you will only die when reaching -252 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

heroism infusion (+5 for 9 turns, die at -252)

heroism infusion of the wizard (+12 for 9 turns, die at -377)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 3

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 12 for 9 turns.
While Heroism is active, you will only die when reaching -377 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4Cooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 15.73 nature damage per turn for 7 turns, and reducing the target's healing received by 28%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 3Cooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 33.46 nature damage per turn for 7 turns, and reducing the target's healing received by 20%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4Cooldown: 23Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 17.92 nature damage per turn for 7 turns, and reducing the target's healing received by 22%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 3Cooldown: 23Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 20.85 nature damage per turn for 7 turns, and reducing the target's healing received by 25%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4Cooldown: 17Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 34.19 nature damage per turn for 7 turns, and reducing the target's healing received by 31%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4Cooldown: 25Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 27.79 nature damage per turn for 7 turns, and reducing the target's healing received by 31%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4Cooldown: 16Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 47.54 nature damage per turn for 7 turns, and reducing the target's healing received by 20%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 300% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 511% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 435% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 4 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 19Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 517% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 583% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 276 life over 5 turns.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 70 life over 5 turns.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 215 life over 5 turns.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 107 life over 5 turns.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 519 life over 5 turns.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 38) for 3 turns.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 45) for 3 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 44) for 5 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 25).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 50) for 3 turns.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 25).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 51) for 5 turns.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Inflicts 399.30 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 128.26 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 81.62 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 191.86 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 99.64 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 32 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 22Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 158.58 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 56 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to direct a cone of chilling stormwind doing 84.00 cold damage.
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 39 vs. physical save).
The deep cold also crystalizes your mind, removing one random detrimental mental effect from you.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to direct a cone of chilling stormwind doing 108.00 cold damage.
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 45 vs. physical save).
The deep cold also crystalizes your mind, removing one random detrimental mental effect from you.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to direct a cone of chilling stormwind doing 54.00 cold damage.
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 33 vs. physical save).
The deep cold also crystalizes your mind, removing one random detrimental mental effect from you.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to direct a cone of chilling stormwind doing 122.00 cold damage.
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 51 vs. physical save).
The deep cold also crystalizes your mind, removing one random detrimental mental effect from you.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 5Cooldown: 19Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of heat, doing 74.58 fire damage over 5 turns
The intensity of the heat will also remove one random detrimental physical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 5Cooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of heat, doing 183.06 fire damage over 5 turns
The intensity of the heat will also remove one random detrimental physical effect from you.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 19Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to become invisible (power 13) for 5 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 40%.

Its effects scale with your Strength stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 5Cooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of lightning, doing 78.79 to 236.38 lightning damage.
Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 6.
Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 6.
Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 5.
Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 10.
Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 11.
Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 10.
Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 89 damage for 4 turns.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 57 damage for 4 turns.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 143 damage for 3 turns.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 19Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 335 damage for 3 turns.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 380 damage for 5 turns.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 19Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 23Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 14) for 14 turns.
Your mind will become more receptive for 14 turns, allowing you to sense any horror around.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 22Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 14) for 16 turns.
Your mind will become more receptive for 16 turns, allowing you to sense any undead around.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 16) for 14 turns.
Your mind will become more receptive for 14 turns, allowing you to sense any demon around.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 29Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 23) for 13 turns.
Your mind will become more receptive for 13 turns, allowing you to sense any horror around.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 21Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 20) for 16 turns.
Your mind will become more receptive for 16 turns, allowing you to sense any animal around.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 28Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 25) for 17 turns.
Your mind will become more receptive for 17 turns, allowing you to sense any animal around.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

vision rune of the warrior (radius 8; dur 17; see animal)

Sealed Scroll of Last Hope0.10 Encumbrance.

[Unique]
Type: scroll / scroll

It can be used to open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

Sealed Scroll of Last Hope

Daneth's Neckguard
Crafted by a master2.00 Encumbrance.

[Unique]
Type: jewelry / amulet ; tier 2

When wielded/worn:
Armour: +10
Fatigue: +2%
Changes stats: +6 Str / +6 Con
Activating this item is instant.It can be used to activate talent Juggernaut (costing 30 power out of 60/60) :Effective talent level: 2.0Power cost: 30 out of 60/60.Range: melee/personalTravel Speed: instantaneousDescription: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns.

A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion.

This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands.

Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!

warded stralite steamsaw of shearing (30-45 power, 19 apr)

Mighty Girdle
Crafted by a master1.00 Encumbrance.

[Unique]
Type: armor / belt ; tier 2

It is part of a set of items.Some giant wraps would make you feel great.When wielded/worn:
Armour: +4
Fatigue: -10%
Maximum encumbrance: +70
Knockback immunity: +40%
Maximum life: +40.00

This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.

A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you.
Is this temptation a weak will on your part, or some domination from the artifact itself...?

When wielded/worn:
See stealth: +10
See invisible: +10When used to imbue an object:
See stealth: +10
See invisible: +10Latent Damage Type: Nature

Gems can be sold for money or used in arcane rituals.

4 turquoise

Planar Beacon
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: lite / lite

When wielded/worn:
Light radius: +3It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) :Effective talent level: 2.2Power cost: 25 out of 25/25.Range: 5Travel Speed: instantaneousIs: a spellDescription: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 141.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 141.84 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

When carried:
Light radius: +1Latent Damage Type: LightIt can be used to map surroundings within range 20, costing 30 power out of 30/30.

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.

Achievements

Log

There is an exit to the worldmap here (press '' or right click to use).There is a Ruins of Kor'Pul here (press '' or right click to use).You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 67th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Saving done.There is a Passageway into the Trollmire here (press '' or right click to use).
Today is the 68th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 69th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 70th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
Today is the 71st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 72nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:58.
Today is the 73rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:58.
Today is the 74th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 75th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:38.
Today is the 76th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 15:51.
Jebnik deactivates Abyssal Shield.